Files
test2/source/blender/nodes/NOD_socket_declarations.hh
Hans Goudey 1cfe9dd08c Geometry Nodes: Matrix socket type, attribute type, and initial nodes
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.

A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**

The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.

Pull Request: https://projects.blender.org/blender/blender/pulls/116166
2024-02-13 18:59:36 +01:00

583 lines
14 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
#include "NOD_node_declaration.hh"
#include "RNA_types.hh"
#include "BLI_color.hh"
#include "BLI_math_euler_types.hh"
#include "BLI_math_vector_types.hh"
namespace blender::nodes::decl {
class FloatBuilder;
class Float : public SocketDeclaration {
public:
float default_value = 0.0f;
float soft_min_value = -FLT_MAX;
float soft_max_value = FLT_MAX;
PropertySubType subtype = PROP_NONE;
friend FloatBuilder;
using Builder = FloatBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class FloatBuilder : public SocketDeclarationBuilder<Float> {
public:
FloatBuilder &min(float value);
FloatBuilder &max(float value);
FloatBuilder &default_value(float value);
FloatBuilder &subtype(PropertySubType subtype);
};
class IntBuilder;
class Int : public SocketDeclaration {
public:
int default_value = 0;
int soft_min_value = INT32_MIN;
int soft_max_value = INT32_MAX;
PropertySubType subtype = PROP_NONE;
friend IntBuilder;
using Builder = IntBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class IntBuilder : public SocketDeclarationBuilder<Int> {
public:
IntBuilder &min(int value);
IntBuilder &max(int value);
IntBuilder &default_value(int value);
IntBuilder &subtype(PropertySubType subtype);
};
class VectorBuilder;
class Vector : public SocketDeclaration {
public:
float3 default_value = {0, 0, 0};
float soft_min_value = -FLT_MAX;
float soft_max_value = FLT_MAX;
PropertySubType subtype = PROP_NONE;
friend VectorBuilder;
using Builder = VectorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class VectorBuilder : public SocketDeclarationBuilder<Vector> {
public:
VectorBuilder &default_value(const float3 value);
VectorBuilder &subtype(PropertySubType subtype);
VectorBuilder &min(float min);
VectorBuilder &max(float max);
VectorBuilder &compact();
};
class BoolBuilder;
class Bool : public SocketDeclaration {
public:
bool default_value = false;
friend BoolBuilder;
using Builder = BoolBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class BoolBuilder : public SocketDeclarationBuilder<Bool> {
public:
BoolBuilder &default_value(bool value);
};
class ColorBuilder;
class Color : public SocketDeclaration {
public:
ColorGeometry4f default_value{0.8f, 0.8f, 0.8f, 1.0f};
friend ColorBuilder;
using Builder = ColorBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ColorBuilder : public SocketDeclarationBuilder<Color> {
public:
ColorBuilder &default_value(const ColorGeometry4f value);
};
class RotationBuilder;
class Rotation : public SocketDeclaration {
public:
math::EulerXYZ default_value;
friend RotationBuilder;
using Builder = RotationBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class RotationBuilder : public SocketDeclarationBuilder<Rotation> {
public:
RotationBuilder &default_value(const math::EulerXYZ &value);
};
class MatrixBuilder;
class Matrix : public SocketDeclaration {
public:
friend MatrixBuilder;
using Builder = MatrixBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class MatrixBuilder : public SocketDeclarationBuilder<Matrix> {};
class StringBuilder;
class String : public SocketDeclaration {
public:
std::string default_value;
friend StringBuilder;
using Builder = StringBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class StringBuilder : public SocketDeclarationBuilder<String> {
public:
StringBuilder &default_value(const std::string value);
};
class MenuBuilder;
class Menu : public SocketDeclaration {
public:
int32_t default_value;
friend MenuBuilder;
using Builder = MenuBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class MenuBuilder : public SocketDeclarationBuilder<Menu> {
public:
MenuBuilder &default_value(int32_t value);
};
class IDSocketDeclaration : public SocketDeclaration {
public:
const char *idname;
/**
* Get the default ID pointer for this socket. This is a function to avoid dangling pointers,
* since bNode::id pointers are remapped as ID pointers change, but pointers in socket
* declarations are not managed the same way.
*/
std::function<ID *(const bNode &node)> default_value_fn;
public:
IDSocketDeclaration(const char *idname);
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class Object : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Object>;
Object();
};
class Material : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Material>;
Material();
};
class Collection : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Collection>;
Collection();
};
class Texture : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Texture>;
Texture();
};
class Image : public IDSocketDeclaration {
public:
using Builder = SocketDeclarationBuilder<Image>;
Image();
};
class ShaderBuilder;
class Shader : public SocketDeclaration {
public:
friend ShaderBuilder;
using Builder = ShaderBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ShaderBuilder : public SocketDeclarationBuilder<Shader> {};
class ExtendBuilder;
class Extend : public SocketDeclaration {
private:
friend ExtendBuilder;
public:
using Builder = ExtendBuilder;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
class ExtendBuilder : public SocketDeclarationBuilder<Extend> {};
class Custom : public SocketDeclaration {
public:
const char *idname_;
std::function<void(bNode &node, bNodeSocket &socket, const char *data_path)> init_socket_fn;
bNodeSocket &build(bNodeTree &ntree, bNode &node) const override;
bool matches(const bNodeSocket &socket) const override;
bNodeSocket &update_or_build(bNodeTree &ntree, bNode &node, bNodeSocket &socket) const override;
bool can_connect(const bNodeSocket &socket) const override;
};
/* -------------------------------------------------------------------- */
/** \name #FloatBuilder Inline Methods
* \{ */
inline FloatBuilder &FloatBuilder::min(const float value)
{
if (decl_in_) {
decl_in_->soft_min_value = value;
}
if (decl_out_) {
decl_out_->soft_min_value = value;
}
return *this;
}
inline FloatBuilder &FloatBuilder::max(const float value)
{
if (decl_in_) {
decl_in_->soft_max_value = value;
}
if (decl_out_) {
decl_out_->soft_max_value = value;
}
return *this;
}
inline FloatBuilder &FloatBuilder::default_value(const float value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
inline FloatBuilder &FloatBuilder::subtype(PropertySubType subtype)
{
if (decl_in_) {
decl_in_->subtype = subtype;
}
if (decl_out_) {
decl_out_->subtype = subtype;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #IntBuilder Inline Methods
* \{ */
inline IntBuilder &IntBuilder::min(const int value)
{
if (decl_in_) {
decl_in_->soft_min_value = value;
}
if (decl_out_) {
decl_out_->soft_min_value = value;
}
return *this;
}
inline IntBuilder &IntBuilder::max(const int value)
{
if (decl_in_) {
decl_in_->soft_max_value = value;
}
if (decl_out_) {
decl_out_->soft_max_value = value;
}
return *this;
}
inline IntBuilder &IntBuilder::default_value(const int value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
inline IntBuilder &IntBuilder::subtype(PropertySubType subtype)
{
if (decl_in_) {
decl_in_->subtype = subtype;
}
if (decl_out_) {
decl_out_->subtype = subtype;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #VectorBuilder Inline Methods
* \{ */
inline VectorBuilder &VectorBuilder::default_value(const float3 value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
inline VectorBuilder &VectorBuilder::subtype(PropertySubType subtype)
{
if (decl_in_) {
decl_in_->subtype = subtype;
}
if (decl_out_) {
decl_out_->subtype = subtype;
}
return *this;
}
inline VectorBuilder &VectorBuilder::min(const float min)
{
if (decl_in_) {
decl_in_->soft_min_value = min;
}
if (decl_out_) {
decl_out_->soft_min_value = min;
}
return *this;
}
inline VectorBuilder &VectorBuilder::max(const float max)
{
if (decl_in_) {
decl_in_->soft_max_value = max;
}
if (decl_out_) {
decl_out_->soft_max_value = max;
}
return *this;
}
inline VectorBuilder &VectorBuilder::compact()
{
if (decl_in_) {
decl_in_->compact = true;
}
if (decl_out_) {
decl_out_->compact = true;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #BoolBuilder Inline Methods
* \{ */
inline BoolBuilder &BoolBuilder::default_value(const bool value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #ColorBuilder Inline Methods
* \{ */
inline ColorBuilder &ColorBuilder::default_value(const ColorGeometry4f value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #StringBuilder Inline Methods
* \{ */
inline StringBuilder &StringBuilder::default_value(std::string value)
{
if (decl_in_) {
decl_in_->default_value = std::move(value);
}
if (decl_out_) {
decl_out_->default_value = std::move(value);
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #MenuBuilder Inline Methods
* \{ */
inline MenuBuilder &MenuBuilder::default_value(const int32_t value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #RotationBuilder Inline Methods
* \{ */
inline RotationBuilder &RotationBuilder::default_value(const math::EulerXYZ &value)
{
if (decl_in_) {
decl_in_->default_value = value;
}
if (decl_out_) {
decl_out_->default_value = value;
}
return *this;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name #IDSocketDeclaration and Children Inline Methods
* \{ */
inline IDSocketDeclaration::IDSocketDeclaration(const char *idname) : idname(idname) {}
inline Object::Object() : IDSocketDeclaration("NodeSocketObject") {}
inline Material::Material() : IDSocketDeclaration("NodeSocketMaterial") {}
inline Collection::Collection() : IDSocketDeclaration("NodeSocketCollection") {}
inline Texture::Texture() : IDSocketDeclaration("NodeSocketTexture") {}
inline Image::Image() : IDSocketDeclaration("NodeSocketImage") {}
/** \} */
SocketDeclarationPtr create_extend_declaration(const eNodeSocketInOut in_out);
} // namespace blender::nodes::decl